Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
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REDALERT/SEDITDLG.CPP
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383
REDALERT/SEDITDLG.CPP
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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#ifdef WOLAPI_INTEGRATION
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// SEditDlg.cpp - "SimpleEditDlgClass": An ok/cancel type dialog with 1 or 2 edit boxes.
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// Mostly a hack for what I need right now - not necessarily very flexible.
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// Still - I can't believe there isn't a set of dialog classes in here already.
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// ajw 07/21/98
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#include "SEditDlg.h"
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#include "WOLEdit.h"
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extern bool cancel_current_msgbox;
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bool disable_current_msgbox = false;
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//***********************************************************************************************
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SimpleEditDlgClass::SimpleEditDlgClass( int iDialogWidth, const char* szTitle, const char* szPrompt, int iEditCharsAccept,
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const char* szPrompt2 /* = NULL */, int iEditCharsAccept2 /* = 0 */ )
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: iDialogWidth( iDialogWidth ), iEditCharsAccept( iEditCharsAccept ), iEditCharsAccept2( iEditCharsAccept2 )
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{
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// Copy strings.
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if( szTitle )
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{
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this->szTitle = new char[ strlen( szTitle ) + 1 ];
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strcpy( this->szTitle, szTitle );
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}
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else
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this->szTitle = NULL;
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if( szPrompt )
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{
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this->szPrompt = new char[ strlen( szPrompt ) + 1 ];
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strcpy( this->szPrompt, szPrompt );
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}
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else
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this->szPrompt = NULL; // I wouldn't try this ... not totally implemented.
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if( szPrompt2 )
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{
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this->szPrompt2 = new char[ strlen( szPrompt2 ) + 1 ];
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strcpy( this->szPrompt2, szPrompt2 );
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}
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else
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this->szPrompt2 = NULL; // This is the flag for whether or not there is a second edit box.
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*szEdit = 0;
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*szEdit2 = 0;
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szOkButton = Text_String( TXT_OK );
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szCancelButton = Text_String( TXT_CANCEL );
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szMiddleButton = NULL;
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}
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//***********************************************************************************************
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SimpleEditDlgClass::~SimpleEditDlgClass()
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{
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delete [] szTitle;
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delete [] szPrompt;
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delete [] szPrompt2;
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}
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//***********************************************************************************************
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void SimpleEditDlgClass::SetButtons( const char* szOk, const char* szCancel, const char* szMiddle /*= NULL*/ )
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{
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szOkButton = szOk;
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szCancelButton = szCancel;
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szMiddleButton = szMiddle;
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}
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//***********************************************************************************************
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const char* SimpleEditDlgClass::Show()
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{
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// Shows dialog, returns text of button pressed.
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// Unless SetButtons() is used, value will be TXT_OK or TXT_CANCEL string values.
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bool bEscapeDown = false;
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bool bReturnDown = false;
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/*
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** Dialog & button dimensions
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*/
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int x_margin = 18 * RESFACTOR; // margin width/height
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int y_margin = 10 * RESFACTOR; // margin width/height
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int d_gap_y = 5 * RESFACTOR;
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int d_dialog_w = iDialogWidth;
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int d_dialog_h = szPrompt2 ? ( 29 * RESFACTOR ) + 2 * d_gap_y + 2 * y_margin : ( 19 * RESFACTOR ) + d_gap_y + 2 * y_margin;
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if( szTitle )
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d_dialog_h += 10 * RESFACTOR + 2 * d_gap_y;
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int d_dialog_x = (((320 * RESFACTOR) - d_dialog_w) / 2);
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int d_dialog_y = (((200 * RESFACTOR) - d_dialog_h) / 2);
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int d_dialog_cx = d_dialog_x + (d_dialog_w / 2); // coord of x-center
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/*
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if( szTitle )
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{
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d_title_w = String_Pixel_Width( szTitle );
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d_title_h = 10 * RESFACTOR;
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d_title_x = d_dialog_cx - d_title_w / 2;
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d_title_y = d_dialog_y + d_gap_y;
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}
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*/
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int d_prompt_w = String_Pixel_Width( szPrompt );
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int d_prompt_h = 10 * RESFACTOR;
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int d_prompt_x = d_dialog_x + x_margin;
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int d_prompt_y = szTitle ? ( d_dialog_y + 3 * d_gap_y + 10 * RESFACTOR ) : ( d_dialog_y + d_gap_y );
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int d_edit_w = d_dialog_w - d_prompt_w - 2 * x_margin;
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int d_edit_h = 10 * RESFACTOR;
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int d_edit_x = d_dialog_x + d_prompt_w + x_margin;
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int d_edit_y = d_prompt_y;
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int d_prompt2_w = szPrompt2 ? String_Pixel_Width( szPrompt2 ) : 0;
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int d_prompt2_h = 10 * RESFACTOR;
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int d_prompt2_x = d_dialog_x + x_margin;
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int d_prompt2_y = d_prompt_y + d_prompt2_h + d_gap_y;
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int d_edit2_w = d_dialog_w - d_prompt2_w - 2 * x_margin;
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int d_edit2_h = 10 * RESFACTOR;
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int d_edit2_x = d_dialog_x + d_prompt2_w + x_margin;
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int d_edit2_y = d_prompt2_y;
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int d_ok_w, d_ok_h, d_ok_x, d_ok_y, d_cancel_w, d_cancel_h, d_cancel_x, d_cancel_y, d_mid_x, d_mid_y, d_mid_w, d_mid_h;
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if( !szMiddleButton )
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{
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d_ok_w = 40 * RESFACTOR;
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d_ok_h = 9 * RESFACTOR;
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d_ok_x = d_dialog_cx - d_ok_w - 10 * RESFACTOR;
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d_ok_y = d_dialog_y + d_dialog_h - d_ok_h - y_margin;
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d_cancel_w = 40 * RESFACTOR;
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d_cancel_h = 9 * RESFACTOR;
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d_cancel_x = d_dialog_cx + 10 * RESFACTOR;
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d_cancel_y = d_ok_y;
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}
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else
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{
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d_ok_w = 40 * RESFACTOR;
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d_ok_h = 9 * RESFACTOR;
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d_ok_x = d_dialog_cx - d_ok_w - 30 * RESFACTOR;
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d_ok_y = d_dialog_y + d_dialog_h - d_ok_h - y_margin;
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d_mid_w = 40 * RESFACTOR;
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d_mid_h = 9 * RESFACTOR;
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d_mid_x = d_dialog_cx - ( d_mid_w / 2 );
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d_mid_y = d_ok_y;
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d_cancel_w = 40 * RESFACTOR;
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d_cancel_h = 9 * RESFACTOR;
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d_cancel_x = d_dialog_cx + 30 * RESFACTOR;
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d_cancel_y = d_ok_y;
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}
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/*
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** Button enumerations
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*/
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enum {
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BUTTON_OK = 100,
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BUTTON_CANCEL,
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BUTTON_MIDDLE,
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BUTTON_EDIT,
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BUTTON_EDIT2
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};
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/*
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** Redraw values: in order from "top" to "bottom" layer of the dialog
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*/
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typedef enum {
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REDRAW_NONE = 0,
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REDRAW_BUTTONS,
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REDRAW_BACKGROUND,
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REDRAW_ALL = REDRAW_BACKGROUND
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} RedrawType;
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/*
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** Dialog variables
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*/
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const char* szReturn = NULL;
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/*
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** Buttons
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*/
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ControlClass* commands = NULL; // the button list
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TextButtonClass OkBtn( BUTTON_OK, szOkButton, TPF_BUTTON, d_ok_x, d_ok_y, d_ok_w );
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TextButtonClass CancelBtn( BUTTON_CANCEL, szCancelButton, TPF_BUTTON, d_cancel_x, d_cancel_y, d_cancel_w );
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TextButtonClass MiddleBtn( BUTTON_MIDDLE, szMiddleButton, TPF_BUTTON, d_mid_x, d_mid_y, d_mid_w );
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WOLEditClass EditBox( BUTTON_EDIT, szEdit, min( sizeof(szEdit), iEditCharsAccept ), TPF_6PT_GRAD|TPF_NOSHADOW,
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d_edit_x, d_edit_y, d_edit_w, -1, EditClass::ALPHANUMERIC );
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WOLEditClass EditBox2( BUTTON_EDIT2, szEdit2, min( sizeof(szEdit2), iEditCharsAccept2 ), TPF_6PT_GRAD|TPF_NOSHADOW,
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d_edit2_x, d_edit2_y, d_edit2_w, -1, EditClass::ALPHANUMERIC );
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/*
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** Initialize.
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*/
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Set_Logic_Page(SeenBuff);
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/*
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** Create the button list.
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*/
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commands = &OkBtn;
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CancelBtn.Add_Tail(*commands);
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if( szMiddleButton )
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MiddleBtn.Add_Tail(*commands);
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EditBox.Add_Tail(*commands);
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if( szPrompt2 )
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EditBox2.Add_Tail(*commands);
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EditBox.Set_Focus();
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/*
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** Main Processing Loop.
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*/
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Keyboard->Clear();
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bool firsttime = true;
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bool display = true;
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bool process = true;
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while (process) {
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/*
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** Invoke game callback.
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*/
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Call_Back();
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#ifdef WIN32
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/*
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** If we have just received input focus again after running in the background then
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** we need to redraw.
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*/
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if (AllSurfaces.SurfacesRestored) {
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AllSurfaces.SurfacesRestored=FALSE;
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display = true;
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}
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#endif
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/*
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** Refresh display if needed.
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*/
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if (display) {
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/*
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** Display the dialog box.
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*/
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Hide_Mouse();
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if (display) {
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Dialog_Box(d_dialog_x, d_dialog_y, d_dialog_w, d_dialog_h);
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if( szTitle )
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Draw_Caption( szTitle, d_dialog_x, d_dialog_y, d_dialog_w );
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}
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/*
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** Redraw the buttons.
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*/
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if (display) {
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Fancy_Text_Print( szPrompt, d_prompt_x, d_prompt_y,
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GadgetClass::Get_Color_Scheme(), TBLACK, TPF_TEXT );
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if( szPrompt2 )
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Fancy_Text_Print( szPrompt2, d_prompt2_x, d_prompt2_y,
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GadgetClass::Get_Color_Scheme(), TBLACK, TPF_TEXT );
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commands->Flag_List_To_Redraw();
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}
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Show_Mouse();
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display = false;
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}
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/*
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** Get user input.
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*/
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KeyNumType input = commands->Input();
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/*
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** The first time through the processing loop, set the edit
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** gadget to have the focus. The
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** focus must be set here since the gadget list has changed
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** and this change will cause any previous focus setting to be
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** cleared by the input processing routine.
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*/
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if (firsttime ) {
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firsttime = false;
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EditBox.Set_Focus();
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EditBox.Flag_To_Redraw();
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}
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// My hack for triggering escape and return on key up instead of down...
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// The problem that was occurring was that the calling dialog would act on the key up,
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// though this dialog handled the key down. ajw
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if( ( ::GetAsyncKeyState( VK_ESCAPE ) & 0x8000 ) )
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{
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bEscapeDown = true;
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}
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else if( bEscapeDown )
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{
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input = (KeyNumType)( BUTTON_CANCEL | KN_BUTTON );
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bEscapeDown = false;
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}
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if( ( ::GetAsyncKeyState( VK_RETURN ) & 0x8000 ) )
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{
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bReturnDown = true;
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}
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else if( bReturnDown )
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{
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input = (KeyNumType)( BUTTON_OK | KN_BUTTON );
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bReturnDown = false;
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}
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// I really hate to do this, but... ajw
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if( cancel_current_msgbox )
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{
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cancel_current_msgbox = false;
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input = (KeyNumType)( BUTTON_CANCEL | KN_BUTTON );
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}
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if( disable_current_msgbox )
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{
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disable_current_msgbox = false;
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EditBox.Disable();
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// These do not actually draw. I am actually clearing the "draw" flag!
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// Problem is Disable sets them to redraw, and I don't want to, and there is no Flag_To_Redraw( false ).
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EditBox.GadgetClass::Draw_Me( true );
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if( szPrompt2 )
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{
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EditBox2.Disable();
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EditBox2.GadgetClass::Draw_Me( true );
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}
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OkBtn.Disable();
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OkBtn.GadgetClass::Draw_Me( true );
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CancelBtn.Disable();
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CancelBtn.GadgetClass::Draw_Me( true );
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if( szMiddleButton )
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{
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MiddleBtn.Disable();
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MiddleBtn.GadgetClass::Draw_Me( true );
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}
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}
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/*
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** Process input.
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*/
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switch( input )
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{
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// case ( KN_ESC ):
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case ( BUTTON_CANCEL | KN_BUTTON ):
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szReturn = szCancelButton;
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process = false;
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break;
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// case KN_RETURN:
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case ( BUTTON_EDIT | KN_BUTTON ): // (Return pressed while on edit.)
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case ( BUTTON_OK | KN_BUTTON ):
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szReturn = szOkButton;
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process = false;
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break;
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case ( BUTTON_MIDDLE | KN_BUTTON ):
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szReturn = szMiddleButton;
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process = false;
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break;
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default:
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break;
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}
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}
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return szReturn;
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}
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#endif
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